Using the Material Palette
Materials can be thought of as "paint" for 3D shapes. A material is made of a number of attributes including color, transparency, specularity (shininess), and optionally one or more textures (bitmap). Click
The Material Palette includes a material preview. As you change material attributes, the material preview is updated to show you how your material will look when applied to a shape. A material is applied to a shape by using the Paint and Fill tools. Miscellaneous
A color may be selected by clicking the color preview, clicking on the
Diffuse, Specular, Ambient and Translucent attributes may also be set. Texture Selection
A texture can be selected by clicking on the texture preview, by clicking the
To reset the texture to the default click the
The PNG, Targa (TGA) and DDS graphics file formats includes translucency information. If you select a PNG, Targa or DDS texture its tranclucency information will also be extracted. Secondary Texture Selection
A second texture can be selected. If selected, this texture will be blended with the
primary texture to create a new texture. A secondary texture can be selected by clicking
on the texture preview, by clicking the
You can also set a translucent factor for the secondary texture. A larger amount results in less of the secondary texture being visible in the blended texture. To reset the secondary texture to the default click the
Translucency Map Selection
A translucency map can be selected. If selected, this texture is used to specify varied
translucency for the material. The translucency map can be selected by clicking on the
translucency map preview, by clicking the
Translucency can range from white indicating completely opaque to black indicating transparent. To reset the translucency map to the default click the
Note that if you have chosen a TGA, PNG or DDS texture 3D Canvas will use its embedded translucency information and there is no need to select a separate Translucency Map. You can however override the translucency of a TGA or PNG texture by selecting a Translucency Map if you wish. Bump Map Selection
A bump map is used to simulate bumpiness for a shape. The bump map can be selected by clicking on the
bump map preview, by clicking the
Note that bump maps should be grey scale images. Also note that not all graphics cards support bump mapping. Bump map shading is based on a single light source. The main point light in a scene is used as the lighting direction. To reset the bump map to the default click the
Specular Map Selection
A specular map is used to simulate specular highlighting. Sometimes it is difficult to light a shape so that has attractive specular highlights. A specular map simplifies this process by allowing you to specify exactly how the highlights should look. Specular maps are added to the current color so it is best
that they be dark. To reset the specular map to the default click the
Environment Map Selection
An environment map is used to simulate reflections. Environment maps are added to the current color so it is best that they be dark. A environment map can be selected by clicking on the
environment map preview, by clicking the
To reset the environment map to the default click the
Custom Field Entry
Custom material fields can be defined using the
File Properties window. These fields
are automatically displayed here and can be updated with values as you
desire. These fields can be accessed from custom scripts, plug-ins and
operations. Advanced Options
You can also specify how the alpha channel of the primary texture is used. It can be used as a standard alpha channel, bump map, specular map, environment map, or not used at all.
Alpha Test is a Direct 3D setting that determines how
alpha in a texture is used. See the Direct 3D SDK for information on how to
use this setting. Material Plug-in Selection
Material plug-ins are typically written by third parties
and extend 3D Canvas' materials.
Click the Texture Library's
Click the Texture Library's
Additional Options
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